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Inundated

Completely floods worlds with water

Modrinth cursed worldgen

Описание

### **🌊DO NOT ENTER WORLDS THAT YOU DO NOT WANT TO FLOOD - THE NEW CHUNKS WILL BE AUTOMATICALLY FLOODED** ![flooded nether](https://cdn.modrinth.com/data/cached_images/ac92857b98a179825851166888d187508c8b5310.jpeg) ### ### ABOUT **Inundated** injects chunk generation and fill with water your overworld, nether and the end dimensions from **Y 320 to -64**. It injects **at the very end** of chunk generation, meaning biomes, terrain, ores, and structures **stay untouched.** Basically, all _air_ and _cave_air_ blocks are replaced with water, and all **waterloggable blocks** are properly **waterlogged**. This keeps leaves, slabs, fences, and other blocks visually consistent underwater. And yet - torches, sugarcanes, nether vegetation **left as a feature** and grass/flowers will eventually flood itself and dropped as item. (does all of this need to be replaced with water too?) Inundated turns the game into a unique survival challenge, where you're forced to adapt to living entirely underwater — and figuring out how to **live**, **explore**, and **build** while everything is submerged. ### NON-GENERATION FEATURE There’s also a legacy command: _/inundated start/stop_ — it floods nearby chunks **manually.** (OP only) This is useful for non-flooded chunks that were generated **before installing the mod.** ⚠️ **Be careful:** this process is **resource-intensive**. It recalculates every air block in the chunk and updates all surrounding water, triggering physics and neighbor updates. When used with mods like **Particular** (that add 3D splash particles), it may cause **lag spikes** or even **crashes.** The command finishes after flooding nearby chunks — you can run it **again to continue**. **(1.21.5+)** _/inundated vision on/off_ — off by default. Gives the effect of night vision when the player's head is in the water. If the player swims out, the effect is removed. ### KNOWN ISSUES 1. Generation of any new chunks is now **many times slower** than in vanilla. 2. Updating large **lava lakes** in the nether will probably cause a **lag spike**. 3. The End is flooded at a lower level of generation, causing the world to disappear chorus; end crystals have pockets of air; the portal generates on Y 320, therefore, the dragon's egg is **unattainable**; end cities are barely flooded. ### COMPATIBILITY Mods that **change vanilla** generaton or dimensions should **work fine**, since the flooding of the world with water occurs at the very end. **New dimensions** will be filled in depending on whether the _populateEntities_ method is used there or not. ### CREDITS Almost all the code is written by ChatGPT, I just used my promt engineering skills, logic bulding and _inundated_ with solving a bunch of errors, the solution to which I had to look for myself in yarn mappings. I'm surprised it works at all, but I really wanted to make this mod and make it open source, since its alternatives are behind a paywall - GPL-3.0 now.